Zobrazeno 1 - 10
of 16
pro vyhledávání: '"Matias Koskela"'
Autor:
Matias Koskela, Ville Korhonen, Aram Danielyan, Pekka Jääskeläinen, Cristóvão Cruz, Karen Egiazarian, James Price, Simon McIntosh-Smith, Jarmo Takala
Publikováno v:
Journal of Signal Processing Systems. 91:33-46
While data parallelism aspects of OpenCL have been of primary interest due to the massively data parallel GPUs being on focus, OpenCL also provides powerful capabilities to describe task parallelism. In this article we study the task parallel concept
Autor:
Matias Koskela, Pekka Jääskeläinen, Jarmo Takala, Timo Viitanen, Joonas Multanen, Kalle Immonen
Publikováno v:
Computational Visual Media, Vol 4, Iss 3, Pp 267-276 (2018)
Progressive rendering, for example Monte Carlo rendering of 360° content for virtual reality headsets, is a time-consuming task. If the 3D artist notices an error while previewing the rendering, they must return to editing mode, make the required ch
Publikováno v:
ACM Transactions on Graphics. 36:1-14
Ray tracing is a computationally intensive rendering technique traditionally used in offline high-quality rendering. Powerful hardware accelerators have been recently developed that put real-time ray tracing even in the reach of mobile devices. Howev
Publikováno v:
Computer Graphics Forum. 36:167-178
There is recent interest in GPU architectures designed to accelerate ray tracing, especially on mobile systems with limited memory bandwidth. A promising recent approach is to store and traverse Bounding Volume Hierarchies (BVHs), used to accelerate
Publikováno v:
VISIGRAPP (1: GRAPP)
Proceedings of the 14th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications
Scopus-Elsevier
Proceedings of the 14th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications
Scopus-Elsevier
Sample reprojection is a computationally inexpensive way of increasing the quality of real-time ray tracing, where the number of samples that can be traced per pixel within the time budget is limited often to just one. Stereoscopic rendering further
In the near future, GPUs are expected to have hardware support for real-time ray tracing in order to, e.g., help render complex lighting effects in video games and enable photorealistic augmented reality. One challenge in real-time ray tracing is dyn
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::450bfcbef0a3ef604611a5ba1c3a837d
https://trepo.tuni.fi/handle/10024/126597
https://trepo.tuni.fi/handle/10024/126597
Autor:
Matias Koskela, Mikko Valkama, Pekka Jääskeläinen, Mona Aghababaeetafreshi, Jarmo Takala, Dani Korpi
New means to improve spectral efficiency and flexibility in radio spectrum use are in high demand due to congestion of the available spectral resources. Systems deploying inband full-duplex transmission aim at providing higher spectral efficiency by
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::34fcd9014454bb9a0aeedb9f08e0447a
https://trepo.tuni.fi/handle/10024/126349
https://trepo.tuni.fi/handle/10024/126349
Autor:
Mikko Valkama, Pekka Jääskeläinen, Jarmo Takala, Dani Korpi, Mona Aghababaeetafreshi, Matias Koskela
Publikováno v:
GlobalSIP
Tampere University
Tampere University
Inband full-duplex radio transceivers offer enhanced spectral efficiency by transmitting and receiving simultaneously at the same frequency. However, deployment of such systems is challenging due to the inherent self-interference stemming from coupli
Publikováno v:
SIGGRAPH Asia Technical Briefs
High-performance ray tracing on CPU is now largely based on Multi Bounding Volume Hierarchy (MBVH) trees. We apply MBVH to a fixed-function ray tracing accelerator architecture. According to cycle-level simulations and power analysis, MBVH reduces en
Publikováno v:
Advances in Visual Computing ISBN: 9783319508344
ISVC (1)
ISVC (1)
Virtual Reality (VR) places demanding requirements on the rendering pipeline: the rendering is stereoscopic and the refresh rate should be as high as 95Hz to make VR immersive. One promising technique for making the final push to meet these requirem
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::ad6360c693d3d3a113d115fc0e65914a
https://doi.org/10.1007/978-3-319-50835-1_65
https://doi.org/10.1007/978-3-319-50835-1_65